HolyPower

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  • The Light and How to Swing It: The framework for our Mists rotation

    by 
    Matt Walsh
    Matt Walsh
    05.27.2012

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Protection specialist Matt Walsh spends most of his time receiving concussions for the benefit of 24 other people, obsessing over his hair (a blood elf racial!), and maintaining the tankadin-focused blog Righteous Defense. The biggest change for players with every expansion is undeniably getting acclimated to the new and different buttons that one has to work with, ie, the new rotation. If you poll players on their least favorite part of the next phase of the game rolling over, invariably a large percent will shout how annoyed they are with "having to relearn their class." Some abilities which were juggernauts are suddenly akin to balloons with the air rushing out of them, others that were middle of the road also-rans are suddenly hot tickets. Getting to the point where you once again have a good sense of your class is often a pain. While the beta is far from final, and the numbers are (of course) subject to change many times over, we're still at a point where we can begin to make some sense out of the design-equivalent of watching sausage being made. We won't know be able to say with 100% conviction which fillers are best when and where, but we can assuredly say what the framework of the rotation will be.

  • Class revamp breathes new life into alts

    by 
    Matthew Rossi
    Matthew Rossi
    04.16.2011

    Transformation -- I'm not specifically talking about the shapeshifting ability of my new feral druid, I'm actually talking about the widescale changes made to druids (and all classes, really, but specifically druids) that suddenly made playing one fun for me. For the past four and a half years, druids were my second least-favorite class, beaten only by mages. I still hate mages, don't worry. Cataclysm, even more so than any previous expansion, really redesigned how classes level up and their basic functionality. Some classes, like paladins, saw an entirely new resource mechanic. Others found themselves turned away from previous core concepts (like a death knight's ability to tank or DPS in any tree) or given a more clearly defined role from the start. In the process, while many players had to relearn their classes, someone like me can come along and try again on a class that feels much more fluid and dynamic to level. I have started 16 druids over the years, only to delete them by level 20, so the sleek, compact redesign of the class was a revelation to me. This, of cours,e does beg the question of the inverse. If a redesign makes the class easier to pick up but turns off the long-term players, did we gain or lose something?